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Author Topic: Confused about the animchannels  (Read 4397 times)

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Amo

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Confused about the animchannels
« on: June 28, 2007, 02:55:45 PM »

Hi there, me again.

We tried the Playanimchannel thing today and it works (*wow*). Ok, at least it works so damn good,
that the animation in channel one overrides the standard animation in channel 0 completely.
Let me explain. The actor plays a standard talk animation in channel 0. For channel 1 I created a new
Headmovement for the animation, to let the actor react on different events surrounding him.
This head anim contains the complete bipedal structure, as wme needs, but only keys for the head.
What's my mistake? I know that it can work, as it works for Trinity. Maybe some exporting mistake.

Thanks for upcoming answers

Amo

Mnemonic

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Re: Confused about the animchannels
« Reply #1 on: June 28, 2007, 03:12:10 PM »

You basically answered yourself. The secondary animation only affects the bones for which it has keyframes defined. Your animation probably contains keyframes for all bones.
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Re: Confused about the animchannels
« Reply #2 on: June 28, 2007, 03:23:40 PM »

Yeah, I mentioned, that this could be the reason, so the question is morely: How to prevent?
I mean, I erased all keys in Max except the head and neck keys and exported.
How did you, or the one who made it, with Trinity?

regards

Amo

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Re: Confused about the animchannels
« Reply #3 on: June 28, 2007, 03:25:51 PM »

I edited the trinity animations in fragMOTION. I'm afraid I'm not able to help you with Max.
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Re: Confused about the animchannels
« Reply #4 on: June 28, 2007, 03:47:46 PM »

Ok. But thanks. Maybe adonF can help, he wrote that exporting wiki, right?

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Re: Confused about the animchannels
« Reply #5 on: June 28, 2007, 06:09:52 PM »

Hi Jan,

I tried that fragmotion. Hm. Ok, erasing the keys is very cool, but the result is a high frequent shaking, can you give me your export options please?

regards

Amo

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Re: Confused about the animchannels
« Reply #6 on: June 28, 2007, 09:49:51 PM »

Then perhaps you still have some keyframes left? I don't remember the settings, there are some notes in Wiki, but I don't know if they're up to date with the current fragMOTION version.
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Re: Confused about the animchannels
« Reply #7 on: June 29, 2007, 09:51:56 AM »

Hi mnemonic.
Switching from keyframes to ticks was the classic trial and error solution.

regards

Martin

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Re: Confused about the animchannels
« Reply #8 on: August 28, 2007, 10:12:20 AM »

Ok. But thanks. Maybe adonF can help, he wrote that exporting wiki, right?

Hi, I just read this. Sorry but I can't help you. We've had trouble with animation channels and X files in a previous project too and we solved them by editing the (text version of) the X file manually. Hopefully it was a simple model with only two bones but it's definitely not something I want to do again or I recommend doing on a complex model like a character.

IIRC I had to remove from each animation the keys that I didn't want it to influence. For example on the animation that only applied to 'Bone2' I removed all the keys for all other bones. It worked because each animation only influenced its own set of bones. Let me know if that's not clear ad I'll give you more details.
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Re: Confused about the animchannels
« Reply #9 on: August 28, 2007, 02:40:53 PM »

Hi adon,

as written above we have a solution since June  ;D but nevertheless thanks for your answer.
I recommend fragmotion really. When working with WME it is definetly its 25$ worth. Erasing keyframes is as easy as stealing a candy from a baby, merging anims from other X-files is an ease too and the x-files were exported optimized, which decreases filesize and runs still perfect in WME (right different from the mesh optimizing made by Panda exporter which leads mostly to very spikey models).

regards

Martin
 

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